Due to the rapid increase in popularity followed by slow stagnant decline when testing ideas I went scouring other popular TTT servers for ideas, and what is clear that the server lacks, is an incentive to continue playing. Sure, building up money to purchase things in the shop, but that can be done relatively quickly as I myself gained 90k with very limited knowledge of tictactoe and winning event rounds. What is clear that we need (and has already been worked on as part of server 2.0) is an EXP based system, giving players a solid reason to play for longer on the server, this EXP would be given at the end of each round only and according to their achievements such as killing innocents as a traitor or vice versa. EXP and levels alone is not enough, restricting items behind level walls is necessary to provide players a reason to continue playing. Loadout weapons are very popular due to the necessity of having one on maps with default weapons or little weapons to spare. Locking the more powerful loadout weapons behind higher levels requires the user to play longer to have an advantage in the game, while still giving contributors slight benefits they have paid for. Reducing the icechip costs of the weapons locked would be required, as increasing the effort with less reward would be detrimental to players, for current players they should be able to keep the weapons they have equipped. This happens with weapons that become contributor after a player has bought them, and they can continue to use the weapons.